AbdulAlhazred
Legend
See, I object to this entire categorization because it implies that there is some sort of 'difficulty range' where certain games fall into some sort of elite 'hard mode' category and the rest are 'just sport' and have some lesser agenda. It just doesn't accurately reflect the range of elements in RPGs nor is it useful to try to rank them in some such way. It isn't even a useful division in terms of how games are DESIGNED, nor of techniques used in play.Combat as performance art? Now there's one I've never heard before.
That said, I was taking the sport-war analogy and applying it more to the whole game rather than just combat. Exploration-as-war means deadly traps, sometimes-harsh environmental conditions, real risk of dangerous resource depletion (e.g. no water in the desert), etc. Social-interaction-as-war is a bit harder to define other than that NPCs will have their own sometimes-secret agendas which will inform if not outright direct their responses to the PCs.
There are no 'punches' in RPG play. RPGs are a cooperative exercise.Agreed. But within the scope of reasonable play the DM can't be expected to pull her punches: if the PCs get in over their heads (with or without advance warnings of danger) then so be it - characters will die. Whole parties, however, very rarely die: they're incredibly resilient things.
But there is no 'neutrality', everyone has a goal, and it is essentially the same goal. An 'adversary' is simply a dramatic tool used to accomplish the goal.I don't mind seeing the DM as adversary when she's playing an adversary (which is a lot of the time); nor do I mind seeing her as an ally when she's playing an ally. When describing the game world etc. I see her as a neutral arbiter, ditto for when she puts her referee's hat on for rules and ruling questions.
This sounds fine for the short term but after a while would get really grating. Every now and then in the fiction it's nice for the PCs to be able to stand back, maybe take a few weeks off from adventuring, look around and proactively decide what we-as-a-party are going to do next. The way you've written this, it sounds like such breaks never come to DW characters.
Lanefan
But again, this is your interpretation. Characters could spend YEARS between scenes. There's no need, or even any strong motive particularly, to set every scene framed 5 seconds after the last. In fact I'd call this urge another effect of 'Thinking Like Gygax'.